﻿namespace = mpo_hunt

# mpo_hunt.0001 - Teach your child how to hunt something small
# mpo_hunt.0010 - A bird of prey tries to attack someone you care about
# mpo_hunt.0020 - You try to keep a wolf cub pet
# mpo_hunt.0030 - You find some lost herd

#######################
# Teach your child how to hunt something small
#######################

scripted_trigger mpo_hunt_0001_child_trigger = {
	is_child_of = root
	age >= 6
	age <= 16
}

mpo_hunt.0001 = {
	type = activity_event
	title = mpo_hunt.0001.t
	desc = mpo_hunt.0001.desc
	theme = hunt_activity
	left_portrait = {
		character = root
		animation = anger
	}
	center_portrait = {
		character = scope:child
		triggered_animation = {
			trigger = { has_trait = craven }
			animation = worry
		}
		animation = hunting_shortbow_rest_arrow_default
		camera = camera_event_left
	}
	cooldown = { years = 1 }
	
	trigger = {
		has_mpo_dlc_trigger = yes
		government_has_flag = government_is_nomadic
		involved_activity = {
			any_attending_character = {
				mpo_hunt_0001_child_trigger = yes
			}
		}
	}

	immediate = {
		involved_activity = { save_scope_as = activity }
		involved_activity = {
			random_attending_character = {
				limit = {
					mpo_hunt_0001_child_trigger = yes
				}
				weight = {
					base = 1
					modifier = {
						add = 10
						is_primary_heir_of = root
					}
				}
				save_scope_as = child
			}
		}
	}

	option = { # Do it yourself
		name = mpo_hunt.0001.a
		trigger = {
			prowess >= 15
		}
		add_prestige = medium_prestige_gain
		
		stress_impact = {
			brave = major_stress_impact_loss
			craven = major_stress_impact_gain
			lazy = major_stress_impact_gain
		}
		ai_chance = {
			base = 100
			modifier = {
				factor = 2
				has_trait = brave
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = craven
					has_trait = lazy
				}
			}
		}
	}
	
	option = { # Encourage child
		name = mpo_hunt.0001.b
		duel = {
			skill = diplomacy
			value = medium_skill_rating
			50 = { # Child feels confident
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
					min = -49
				}
				min = 5
				desc = mpo_hunt.0001.b.tt.success
				send_interface_toast = {
					title = mpo_hunt.0001.b.tt.success
					left_icon = scope:child
					scope:child = { add_prowess_skill = 1 }
				}
			}
			50 = { # Child fails
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
					min = -49
				}
				min = 5
				desc = mpo_hunt.0001.b.tt.failure
				send_interface_toast = {
					title = mpo_hunt.0001.b.tt.failure
					left_icon = scope:child
					add_stress = major_stress_gain # You're a failure as a parent
				}
			}
		}
		stress_impact = {
			gregarious = medium_stress_impact_loss
			callous = medium_stress_impact_gain
			sadistic = medium_stress_impact_gain
		}
		ai_chance = {
			base = 100
			modifier = {
				factor = 2
				has_trait = gregarious
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = callous
					has_trait = sadistic
				}
			}
		}
	}
	
	option = { # Show child how to do it
		name = mpo_hunt.0001.c
		duel = {
			skill = martial
			value = high_skill_rating
			10 = { # Child mega wins
				desc = mpo_hunt.0001.c.tt.crit_success
				send_interface_toast = {
					title = mpo_hunt.0001.c.tt.crit_success
					left_icon = scope:child
					scope:child = { add_prowess_skill = 2 }
					involved_activity = {
						every_attending_character = {
							limit = {
								NOT = { this = scope:child }
								NOT = { this = root }
							}
							add_opinion = {
								modifier = respect_opinion
								opinion = 10
								target = scope:child
							}
						}
					}
				}
			}
			50 = { # Child feels confident
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
					min = -49
				}
				min = 5
				desc = mpo_hunt.0001.b.tt.success
				send_interface_toast = {
					title = mpo_hunt.0001.b.tt.success
					left_icon = scope:child
					scope:child = { add_prowess_skill = 1 }
				}
			}
			50 = { # Child fails
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
					min = -49
				}
				min = 5
				desc = mpo_hunt.0001.b.tt.failure
				send_interface_toast = {
					title = mpo_hunt.0001.b.tt.failure
					left_icon = scope:child
					add_prestige = minor_prestige_loss
				}
			}
		}
		stress_impact = {
			calm = medium_stress_impact_gain
			ambitious = medium_stress_impact_loss
		}
		ai_chance = {
			base = 100
			modifier = {
				factor = 2
				has_trait = ambitious
			}
			modifier = {
				factor = 0
				has_trait = calm
			}
		}
	}
	
	option = { # Let's get out of here
		name = mpo_hunt.0001.d
		hunt_activity_success_change_effect = { CHANGE = increase_medium }
		stress_impact = {
			diligent = medium_stress_impact_loss
			ambitious = medium_stress_impact_gain
			brave = medium_stress_impact_gain
		}
		ai_chance = {
			base = 100
			modifier = {
				factor = 2
				has_trait = diligent
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = ambitious
					has_trait = brave
				}
			}
		}
	}
}

#######################
# A bird of prey tries to attack someone you care about
#######################

scripted_trigger mpo_hunt_0010_target_trigger = {
	is_adult = yes
	NOR = {	
		this = root
		has_relation_friend = root
		has_relation_lover = root
	}
}

scripted_effect mpo_hunt_0010_success_effect = {
	if = {
		limit = {
			has_activity_intent = impose_obedience_intent
		}
		scope:target = {
			add_opinion = {
				target = root
				modifier = obedience_opinion
			}
		}
		complete_activity_intent = yes
	}
	else_if = {
		limit = {
			scope:target = {
				is_attracted_to_gender_of = root
				might_cheat_on_every_partner_trigger = yes
			}
			is_attracted_to_gender_of = scope:target
		}
		set_relation_lover = {
			reason = lover_hunt_impressed
			target = scope:target
		}
	}
	else = {
		set_relation_friend = {
			reason = friend_hunt_impressed
			target = scope:target
		}
	}
}

mpo_hunt.0010 = {
	type = activity_event
	title = mpo_hunt.0010.t
	desc = mpo_hunt.0010.desc
	theme = hunt_activity
	left_portrait = {
		character = root
		animation = horse_archer_aggressive
		camera = camera_event_horse_left
	}
	right_portrait = {
		character = scope:target
		animation = horse_exhausted
		camera = camera_event_horse_right
	}
	cooldown = { years = 1 }
	
	trigger = {
		has_mpo_dlc_trigger = yes
		government_has_flag = government_is_nomadic
		involved_activity ?= {
			any_attending_character = {
				mpo_hunt_0010_target_trigger = yes
			}
		}
	}
	
	weight_multiplier = {
		base = 1
		modifier = {
			add = 5
			OR = {
				has_activity_intent = befriend_attendee_intent
				has_activity_intent = woo_attendee_intent
				has_activity_intent = impose_obedience_intent
			}
		}
	}

	immediate = {
		involved_activity = { save_scope_as = activity }
		if = {
			limit = {
				has_activity_intent = impose_obedience_intent
				intent_target ?= {
					is_alive = yes
					NOT = { is_obedient_to = root }
				}
			}
			intent_target = { save_scope_as = target }
		}
		else_if = {
			limit = {
				has_activity_intent = befriend_attendee_intent
				intent_target ?= {
					is_alive = yes
					NOT = { has_relation_friend = root }
				}
			}
			intent_target = { save_scope_as = target }
		}
		else_if = {
			limit = {
				has_activity_intent = woo_attendee_intent
				intent_target ?= {
					is_alive = yes
					NOT = { has_relation_lover = root }
				}
			}
			intent_target = { save_scope_as = target }
		}
		else = {
			involved_activity = {
				random_attending_character = {
					limit = {
						mpo_hunt_0010_target_trigger = yes
					}
					save_scope_as = target
				}
			}
		}
	}

	option = { # You destroy this thing
		name = mpo_hunt.0010.a
		show_as_unavailable = { always = yes }
		trigger = {
			has_trait_xp = {
				trait = lifestyle_hunter
				track = falconer
				value >= 25
			}
		}
		add_prestige = medium_prestige_gain
		add_trait_xp = {
			trait = lifestyle_hunter
			track = falconer
			value = medium_trait_xp
		}
		
		stress_impact = {
			arrogant = medium_stress_impact_loss
			humble = medium_stress_impact_gain
		}
		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				has_trait = humble
			}
			modifier = {
				factor = 2
				has_trait = arrogant
			}
		}
	}
	
	option = { # Fight the bird and take all credit
		name = mpo_hunt.0010.b
		duel = {
			skill = prowess
			value = medium_skill_rating
			50 = { # You shoot it
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
					min = -49
				}
				min = 5
				desc = mpo_hunt.0010.b.tt.success
				send_interface_toast = {
					title = mpo_hunt.0010.b.tt.success
					left_icon = root
					add_prestige = minor_prestige_gain
				}
			}
			50 = { # Fail
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
					min = -49
				}
				min = 5
				desc = mpo_hunt.0010.b.tt.failure
				send_interface_toast = {
					title = mpo_hunt.0010.b.tt.failure
					left_icon = root
					add_prestige = medium_prestige_loss
				}
			}
			10 = { # Fail a lot
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
					min = -49
				}
				min = 5
				desc = mpo_hunt.0010.b.tt.crit_failure
				send_interface_toast = {
					title = mpo_hunt.0010.b.tt.crit_failure
					left_icon = root
					increase_wounds_no_death_effect = { REASON = wild_animal }
					add_prestige = medium_prestige_loss
				}
			}
		}
		stress_impact = {
			humble = medium_stress_impact_gain
			arrogant = medium_stress_impact_loss
		}
		ai_chance = {
			base = 100
			modifier = {
				factor = 2
				has_trait = arrogant
			}
			modifier = {
				factor = 0
				has_trait = humble
			}
		}
	}
	
	option = { # I will defend you!
		name = mpo_hunt.0010.c
		duel = {
			skill = prowess
			value = medium_skill_rating
			50 = { # You win
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
					min = -49
				}
				min = 5
				desc = mpo_hunt.0010.c.tt.success
				send_interface_toast = {
					title = mpo_hunt.0010.c.tt.success
					left_icon = scope:target
					mpo_hunt_0010_success_effect = yes
				}
			}
			50 = { # Fail
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
					min = -49
				}
				min = 5
				desc = mpo_hunt.0010.b.tt.crit_failure
				send_interface_toast = {
					title = mpo_hunt.0010.b.tt.crit_failure
					left_icon = scope:target
					increase_wounds_no_death_effect = { REASON = wild_animal }
				}
			}
		}
		stress_impact = {
			brave = major_stress_impact_loss
			compassionate = medium_stress_impact_loss
			callous = medium_stress_impact_gain
			sadistic = medium_stress_impact_gain
		}
		ai_chance = {
			base = 100
			modifier = {
				factor = 2
				OR = {
					has_trait = brave
					has_trait = compassionate
				}
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = callous
					has_trait = sadistic
				}
			}
		}
	}
	
	option = { # Let's get out of here
		name = mpo_hunt.0010.d
		scope:target = {
			increase_wounds_no_death_effect = { REASON = wild_animal }
		}
		stress_impact = {
			sadistic = medium_stress_impact_loss
			callous = medium_stress_impact_loss
			compassionate = major_stress_impact_gain
			gregarious = major_stress_impact_gain
		}
		ai_chance = {
			base = 100
			modifier = {
				factor = 2
				OR = {
					has_trait = sadistic
					has_trait = callous
				}
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = compassionate
					has_trait = calm
				}
			}
		}
	}
}

#######################
# You find a wolf cub
#######################

scripted_trigger mpo_hunt_0020_zud_season_trigger = {
	situation:the_great_steppe = {
		OR = {
			any_situation_sub_region = {
				sub_region_current_phase = situation_steppe_white_zud_season
				situation_sub_region_has_county = root.location.county
			}
			any_situation_sub_region = {
				sub_region_current_phase = situation_steppe_cold_zud_season
				situation_sub_region_has_county = root.location.county
			}
			any_situation_sub_region = {
				sub_region_current_phase = situation_steppe_havsarsan_zud_season
				situation_sub_region_has_county = root.location.county
			}
		}
	}
}

mpo_hunt.0020 = {
	type = activity_event
	title = mpo_hunt.0020.t
	desc = {
		desc = mpo_hunt.0020.desc.intro
		first_valid = {
			triggered_desc = {
				trigger = { mpo_hunt_0020_zud_season_trigger = yes }
				desc = mpo_hunt.0020.desc.zud
			}
			desc = mpo_hunt.0020.desc.normal
		}
	}
	theme = hunt_activity
	left_portrait = {
		character = root
		animation = horse_surveying
		camera = camera_event_horse_left
	}
	center_portrait = {
		character = scope:companion
		animation = horse_archer_idle
		camera = camera_event_horse_left
	}
	cooldown = { years = 1 }
	artifact = {
		target = scope:newly_created_artifact
		position = lower_right_portrait
		trigger = { mpo_hunt_0020_zud_season_trigger = yes }
	}
	
	widget = {
		is_shown = {
			mpo_hunt_0020_zud_season_trigger = yes
		}
		gui = "event_window_widget_vfx_snowstorm"
		container = "foreground_shader_vfx_container"
	}
	
	weight_multiplier = {
		base = 1
		modifier = {
			factor = 2
			mpo_hunt_0020_zud_season_trigger = yes
		}
	}

	trigger = {
		has_mpo_dlc_trigger = yes
		government_has_flag = government_is_nomadic
		involved_activity ?= {
			any_attending_character = {
				is_adult = yes
				NOT = { this = root }
			}
		}
		involved_activity.activity_host ?= this
	}

	immediate = {
		involved_activity = {
			save_scope_as = activity
			random_attending_character = {
				limit = {
					is_adult = yes
					NOT = { this = root }
				}
				save_scope_as = companion
				get_quirk_character_effect = yes
			}
		}
		if = {
			limit = {
				has_royal_court = yes
			}
			hidden_effect_new_object = {
				create_artifact = {	
					name = artifact_wolf_pelt_name
					creator = root
					description = artifact_wolf_pelt_desc
					visuals = large_animal_hide
					type = animal_hide_big
					modifier = artifact_dread_gain_mult_1_modifier
					modifier = artifact_monthly_prestige_gain_per_dread_add_1_modifier
					wealth = 25
					quality = 50
					save_scope_as = newly_created_artifact
				}
			}
		}
		else = {
			hidden_effect_new_object = {
				create_artifact = {	
					name = artifact_wolf_pelt_name
					creator = root
					description = artifact_wolf_pelt_desc
					visuals = large_animal_hide
					type = miscellaneous
					modifier = artifact_dread_gain_mult_1_modifier
					modifier = artifact_monthly_prestige_gain_per_dread_add_1_modifier
					wealth = 25
					quality = 50
					save_scope_as = newly_created_artifact
				}
			}
		}
	}

	option = { # If it's snowy you can just take it
		name = mpo_hunt.0020.a
		trigger = {
			mpo_hunt_0020_zud_season_trigger = yes
		}
		add_internal_flag = special
		show_as_tooltip = {
			scope:newly_created_artifact = { set_owner = root }
		}
		stress_impact = {
			brave = major_stress_impact_loss
			craven = major_stress_impact_gain
			lazy = major_stress_impact_gain
		}
		ai_chance = {
			base = 100
			modifier = {
				factor = 2
				has_trait = brave
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = craven
					has_trait = lazy
				}
			}
		}
	}
	
	option = { # Kill the mama wolf
		name = mpo_hunt.0020.b
		trigger = {
			mpo_hunt_0020_zud_season_trigger = no
		}
		duel = {
			skill = prowess
			value = high_skill_rating
			50 = { # You kill her
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
					min = -49
				}
				min = 5
				desc = mpo_hunt.0020.b.tt.success
				send_interface_toast = {
					title = mpo_hunt.0020.b.tt.success
					left_icon = root
					add_prestige = medium_prestige_gain
					if = {
						limit = {
							OR = {
								has_any_nickname = no
								has_bad_nickname = yes
							}
						}
						if = {
							limit = {
								is_ai = yes
							}
							random = {
								chance = 5
								give_nickname = nick_wolf_slayer
							}
						}
						else = {
							give_nickname = nick_wolf_slayer
						}
					}
				}
			}
			50 = { # Fail
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
					min = -49
				}
				min = 5
				desc = mpo_hunt.0020.b.tt.failure
				send_interface_toast = {
					title = mpo_hunt.0020.b.tt.failure
					left_icon = root
					add_prestige = minor_prestige_gain # You still fought a wolf
					increase_wounds_effect = { REASON = wolf }
				}
			}
		}
		stress_impact = {
			gregarious = medium_stress_impact_loss
			callous = medium_stress_impact_gain
			sadistic = medium_stress_impact_gain
		}
		ai_chance = {
			base = 100
			modifier = {
				factor = 2
				has_trait = gregarious
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = callous
					has_trait = sadistic
				}
			}
		}
	}
	
	option = { # Try to steal the cub
		name = mpo_hunt.0020.c
		trigger = {
			NOT = { has_character_modifier = exotic_pet_wolf }
			mpo_hunt_0020_zud_season_trigger = no
		}
		duel = {
			skill = intrigue
			value = high_skill_rating
			50 = { # You kill her
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
					min = -49
				}
				min = 5
				desc = mpo_hunt.0020.c.tt.success
				send_interface_toast = {
					title = mpo_hunt.0020.c.tt.success
					left_icon = root
					add_character_modifier = exotic_pet_wolf
				}
			}
			50 = { # Fail
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
					min = -49
				}
				min = 5
				desc = mpo_hunt.0020.b.tt.failure
				send_interface_toast = {
					title = mpo_hunt.0020.b.tt.failure
					left_icon = root
					increase_wounds_effect = { REASON = wolf }
				}
			}
		}
		stress_impact = {
			calm = medium_stress_impact_gain
			ambitious = medium_stress_impact_loss
		}
		ai_chance = {
			base = 100
			modifier = {
				factor = 2
				has_trait = ambitious
			}
			modifier = {
				factor = 0
				has_trait = calm
			}
		}
	}
	
	option = { # I'm good
		name = mpo_hunt.0020.d
		hunt_activity_success_change_effect = { CHANGE = increase_minor }
		hidden_effect = {
			destroy_artifact = scope:newly_created_artifact
		}
		stress_impact = {
			diligent = medium_stress_impact_loss
			ambitious = medium_stress_impact_gain
			brave = medium_stress_impact_gain
		}
		ai_chance = {
			base = 100
			modifier = {
				factor = 2
				has_trait = diligent
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = ambitious
					has_trait = brave
				}
			}
		}
	}
}

#######################
# You find a banished warrior
#######################

scripted_trigger mpo_hunt_0030_warrior_trigger = {
	is_adult = yes
	can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } 
}

mpo_hunt.0030 = {
	type = activity_event
	title = mpo_hunt.0030.t
	desc = mpo_hunt.0030.desc
	theme = hunt_activity
	left_portrait = {
		character = root
		triggered_animation = {
			trigger = {
				OR = {
					has_trait = callous
					has_trait = sadistic
				}
			}
			animation = schadenfreude
		}
		triggered_animation = {
			trigger = {	has_trait = paranoid }
			animation = paranoia
		}
		animation = thinking
	}
	right_portrait = {
		character = scope:warrior
		animation = severelywounded
	}
	lower_right_portrait = scope:other_ruler
	cooldown = { years = 1 }
	
	trigger = {
		has_mpo_dlc_trigger = yes
		government_has_flag = government_is_nomadic
		any_neighboring_and_across_water_top_liege_realm_owner = {
			NOT = { this = root }
		}
	}

	immediate = {
		involved_activity = { save_scope_as = activity }
		random_neighboring_and_across_water_top_liege_realm_owner = {
			limit = {
				NOT = { this = root }
			}
			save_scope_as = other_ruler
		}
		if = {
			limit = {
				any_pool_character = {
					province = root.location
					mpo_hunt_0030_warrior_trigger = yes
				}
			}
			random_pool_character = {
				province = root.location
				limit = { mpo_hunt_0030_warrior_trigger = yes }
				save_scope_as = warrior
			}
		}
		else = {
			create_character = {
				template = knight
				dynasty = none
				location = root.location
				culture = scope:other_ruler.capital_county.culture
				faith = scope:other_ruler.capital_county.faith
				gender_female_chance = root_soldier_female_chance
				save_scope_as = warrior
			}
		}
	}

	option = { # There must be a reason why you got banished
		name = mpo_hunt.0030.a
		trigger = {
			OR = {
				has_trait = callous
				has_trait = paranoid
				has_trait = sadistic
			}
		}
		add_dread = minor_dread_gain
		rightfully_imprison_character_less_verbose_effect = { 
			TARGET = scope:warrior 
			IMPRISONER = root
		}
		stress_impact = {
			callous = major_stress_impact_loss
			sadistic = major_stress_impact_loss
			paranoid = major_stress_impact_loss
			compassionate = major_stress_impact_gain
			just = major_stress_impact_gain
		}
		ai_chance = {
			base = 100
			modifier = {
				factor = 2
				OR = {
					has_trait = callous
					has_trait = sadistic
					has_trait = paranoid
				}
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = compassionate
					has_trait = just
				}
			}
		}
	}
	
	option = { # Recruit them
		name = mpo_hunt.0030.b
		add_courtier = scope:warrior
		scope:warrior = { add_to_activity = scope:activity }
		scope:other_ruler = {
			add_opinion = {
				target = root
				modifier = annoyed_opinion
				opinion = -10
			}
		}
		stress_impact = {
			callous = medium_stress_impact_gain
			sadistic = medium_stress_impact_gain
		}
		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_trait = callous
					has_trait = sadistic
				}
			}
		}
	}
	
	option = { # Give them some money
		name = mpo_hunt.0030.c
		pay_short_term_gold = {
			target = scope:warrior
			gold = tiny_gold_value
		}
		add_piety = minor_piety_gain
		stress_impact = {
			greedy = medium_stress_impact_gain
			zealous = medium_stress_impact_loss
			generous = medium_stress_impact_loss
		}
		ai_chance = {
			base = 100
			modifier = {
				factor = 2
				OR = {
					has_trait = generous
					has_trait = zealous
				}
			}
			modifier = {
				factor = 0
				has_trait = greedy
			}
		}
	}
	
	option = { # Bye
		name = mpo_hunt.0030.d
		
		stress_impact = {
			arrogant = medium_stress_impact_loss
			compassionate = medium_stress_impact_gain
		}
		ai_chance = {
			base = 100
			modifier = {
				factor = 2
				has_trait = arrogant
			}
			modifier = {
				factor = 0
				has_trait = compassionate
			}
		}
	}
}

#Your horses are lean from the chase
mpo_hunt.0040 = {
	type = activity_event
	title = mpo_hunt.0040.t
	desc = mpo_hunt.0040.desc
	theme = hunt_activity
	left_portrait = {
		character = root
		triggered_animation = {
			trigger = {
				OR = {
					has_trait = callous
					has_trait = sadistic
				}
			}
			animation = schadenfreude
		}
		triggered_animation = {
			trigger = {	has_trait = paranoid }
			animation = paranoia
		}
		animation = standing_horse
		camera = camera_event_standing_with_horse_left
	}
	right_portrait = {
		character = scope:other_hunter
		animation = horse_exhausted
		camera = camera_event_horse_right
	}
	cooldown = { years = 1 }
	
	trigger = {
		has_mpo_dlc_trigger = yes
		government_has_flag = government_is_nomadic
	}

	immediate = {
		involved_activity = { save_scope_as = activity }
		location = {
			save_scope_as = root_location
		}
		scope:activity = {
			random_attending_character = {
				limit = {
					NOT = {
						this = root
					}
				}
				save_scope_as = other_hunter
			}
		}
	}

	#We can still stalk our prey
	option = {
		trigger = {
			has_trait = lifestyle_hunter
		}
		name = mpo_hunt.0040.a
		add_trait_xp = {
			trait = lifestyle_hunter
			track = hunter
			value = 15
		}
		stress_impact = {
			patient = miniscule_stress_impact_loss
			lazy = minor_stress_impact_gain
			impatient = minor_stress_impact_gain
			arrogant = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 150
			ai_value_modifier = {
				ai_rationality = 1
			}
			modifier = {
				OR = {
					has_trait = lazy
					has_trait = impatient
					has_trait = arrogant
				}
				factor = 0
			}
		}
	}
	#The locals will trade with us for more horses
	option = {
		name = mpo_hunt.0040.b
		hunt_activity_success_change_effect = { CHANGE = increase_minor }
		remove_short_term_gold = minor_gold_value
		stress_impact = {
			gregarious = miniscule_stress_impact_loss
			paranoid = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_sociability = 1
			}
			modifier = {
				OR = {
					has_trait = paranoid
					gold < medium_gold_value
				}
				factor = 0
			}
		}
	}
	#They will be tired, but we will have our prize
	option = {
		name = mpo_hunt.0040.c
		hunt_activity_success_change_effect = { CHANGE = increase_minor }
		if = {
			limit = {
				NOT = {
					has_character_modifier = mpo_lean_horses_hunt_modifier
				}
			}
			add_character_modifier = {
				modifier = mpo_lean_horses_hunt_modifier
				years = 5
			}
		}
		else = {
			domicile = {
				change_herd = minor_herd_loss
			}
		}
		stress_impact = {
			diligent = miniscule_stress_impact_loss
			content = minor_stress_impact_gain
			craven = miniscule_stress_impact_gain
			compassionate = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_energy = 1
				ai_compassion = -1
			}
			modifier = {
				OR = {
					has_trait = content
					has_trait = conqueror
					has_trait = greatest_of_khans
				}
				factor = 0
			}
		}
	}
	#We don't need to tire the horses
	option = {
		name = mpo_hunt.0040.d
		hunt_activity_success_change_effect = { CHANGE = decrease_minor }
		stress_impact = {
			content = miniscule_stress_impact_loss
			ambitious = minor_stress_impact_gain
			diligent = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 25
			ai_value_modifier = {
				ai_energy = -1
				ai_greed = -1
			}
			modifier = {
				has_trait = ambitious
				factor = 0
			}
		}
	}
}

# Local hunters seek to aid you
mpo_hunt.0050 = {
	type = activity_event
	title = mpo_hunt.0050.t
	desc = mpo_hunt.0050.desc
	theme = hunt_activity
	left_portrait = {
		character = root
		animation = horse_archer_aggressive
		camera = camera_event_horse_left
	}
	right_portrait = {
		character = scope:hunter
		animation = jockey_wave
		camera = camera_event_horse_right
	}
	cooldown = { years = 1 }
	
	trigger = {
		has_mpo_dlc_trigger = yes
		government_has_flag = government_is_nomadic
		location = {
			OR = {
				terrain = desert_mountains
				terrain = mountains
				terrain = hills
				terrain = forest
				terrain = taiga
				terrain = desert
				terrain = wetlands
				terrain = jungle
			}
		}
	}

	immediate = {
		involved_activity = { save_scope_as = activity }
		location = {
			save_scope_as = root_location
		}
		hidden_effect = {
			create_character = {
				template = hunter_template
				location = root.location
				culture = root.location.culture
				faith = root.location.faith
				save_scope_as = hunter
			}
			scope:hunter = {
				if = {
					limit = {
						has_dlc_feature = tours_and_tournaments
					}
					add_trait = tourney_participant
					add_trait_xp = {
						trait = tourney_participant
						track = horse
						value = 30
					}
					add_trait_xp = {
						trait = tourney_participant
						track = bow
						value = 30
					}
				}
			}
		}
	}

	#Pack up your families, you belong to my tribe now
	option = {
		trigger = {
			has_education_diplomacy_trigger = yes
		}
		name = mpo_hunt.0050.a
		hunt_activity_success_change_effect = { CHANGE = increase_minor }
		#Add characters
		add_courtier = scope:hunter
		pay_short_term_gold = {
			target = scope:hunter
			gold = miniscule_gold_value
		}
		add_hook = {
			target = scope:hunter
			type = obligation_hook
		}
		custom_tooltip = obligation_hook_tt
		stress_impact = {
			generous = miniscule_stress_impact_loss
		}
	}
	#We'll give you horses if you help us
	option = {
		name = mpo_hunt.0050.b
		hunt_activity_success_change_effect = { CHANGE = increase_minor }
		domicile = {
			change_herd = miniscule_herd_loss
		}
		stress_impact = {
			ambitious = miniscule_stress_impact_loss
			stubborn = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_greed = -0.5
			}
			modifier = {
				factor = 0
				domicile = {
					herd <= minor_herd_value
				}
			}
		}
	}
	#Rob them
	option = {
		name = mpo_hunt.0050.c
		flavor = mpo_hunt.0050.c.flavor
		duel = {
			skill = prowess
			target = scope:hunter
			# Kick his poor ass
			55 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
					# Always give _some_ chance.
					min = -54
				}
				modifier = {
					add = 10
					scope:activity = {
						has_activity_option = {
							category = hunt_option_party_size
							option = hunt_party_size_normal
						}
					}
				}
				modifier = {
					add = 20
					scope:activity = {
						has_activity_option = {
							category = hunt_option_party_size
							option = hunt_party_size_many
						}
					}
				}
				desc = mpo_hunt.0050.c.tt.success
				send_interface_toast = {
					type = event_toast_effect_good
					title = mpo_hunt.0050.c.tt.success
					left_icon = root
					scope:hunter = {
						death = {
							death_reason = death_fight
							killer = root
						}
					}
					
					add_treasury_or_gold = minor_treasury_or_gold_value
					
					if = {
						limit = {
							has_trait = tourney_participant
						}
						add_trait_xp = {
							trait = tourney_participant
							track = horse
							value = 10
						}
						add_trait_xp = {
							trait = tourney_participant
							track = bow
							value = 10
						}
					}
					else_if = {
						limit = {
							has_dlc_feature = tours_and_tournaments
						}
						add_trait = tourney_participant
						add_trait_xp = {
							trait = tourney_participant
							track = horse
							value = 5
						}
						add_trait_xp = {
							trait = tourney_participant
							track = bow
							value = 5
						}
					}
					else = {
						add_martial_lifestyle_xp = miniscule_lifestyle_xp
					}
				}
			}
			# Wow this boyo ain't soft
			45 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
					min = -44
				}
				desc = mpo_hunt.0050.c.tt.failure
				send_interface_toast = {
					type = event_toast_effect_bad
					title = mpo_hunt.0050.c.tt.failure
					left_icon = root
					increase_wounds_effect = {
						REASON = fight
					}
				}
			}
		}
		stress_impact = {
			greedy = miniscule_stress_impact_loss
			craven = minor_stress_impact_gain
			generous = miniscule_stress_impact_gain
			compassionate = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_boldness = 1
				ai_compassion = -1
			}
			modifier = {
				factor = 2
				prowess >= extremely_high_skill_rating
			}
			modifier = {
				factor = 0.5
				OR = {
					prowess < decent_skill_rating
					highest_held_title_tier >= tier_kingdom
				}
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = craven
					prowess < average_skill_rating
				}
			}
		}
	}
	#Piss off, we don't need you
	option = {
		name = mpo_hunt.0050.d
		add_prestige = miniscule_prestige_gain
		stress_impact = {
			arrogant = miniscule_stress_impact_loss
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_boldness = 0.5
				ai_greed = -0.5
			}
		}
	}
	after = {
		if = {
			limit = {
				scope:hunter = {
					NOT = {
						is_courtier_of = root
					}
				}
			}
			scope:hunter = {
				silent_disappearance_effect = yes
			}
		}
	}
}

# MARMOTS EVERYWHERE
mpo_hunt.0060 = {
	type = activity_event
	title = mpo_hunt.0060.t
	desc = mpo_hunt.0060.desc
	theme = hunt_activity
	left_portrait = {
		character = root
		animation = hunting_knife_start
		camera = camera_event_left_forward
	}
	right_portrait = {
		character = scope:other_hunter
		animation = horse_archer_aggressive
		camera = camera_event_horse_right_facing_left
	}
	cooldown = { years = 1 }
	
	trigger = {
		has_mpo_dlc_trigger = yes
		government_has_flag = government_is_nomadic
		location = {
			OR = {
				geographical_region = world_steppe_west
				geographical_region = world_steppe_central
				geographical_region = world_steppe_east
				geographical_region = world_siberia
			}
			NOR = {
				terrain = desert
				terrain = oasis
			}
		}
	}

	immediate = {
		involved_activity = { save_scope_as = activity }
		location = {
			save_scope_as = root_location
		}
		scope:activity = {
			ordered_attending_character = {
				order_by = prowess
				limit = {
					can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root }
					NOT = {
						this = root
					}
				}
				save_scope_as = other_hunter
			}
		}
	}
	#I know just who can move all this fur...
	option = {
		trigger = {
			stewardship >= high_skill_rating
			has_lifestyle = stewardship_lifestyle
		}
		name = mpo_hunt.0060.a
		add_treasury_or_gold = major_treasury_or_gold_value
		add_stewardship_lifestyle_xp = minor_lifestyle_xp
		stress_impact = {
			greedy = miniscule_stress_impact_loss
			impatient = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
			}
		}
	}
	#PYay! Kill them all!
	option = {
		name = mpo_hunt.0060.b
		add_treasury_or_gold = medium_treasury_or_gold_value

		stress_impact = {
			greedy = miniscule_stress_impact_loss
			diligent = miniscule_stress_impact_gain
			impatient = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
			}
		}
	}
	#Ignore them and focus on the quarry
	option = {
		name = mpo_hunt.0060.c
		hunt_activity_success_change_effect = { CHANGE = increase_minor }
		stress_impact = {
			impatient = miniscule_stress_impact_loss
			greedy = minor_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
			}
		}
	}
}
